25 #ifndef ENGINES_NWN2_AREA_H 26 #define ENGINES_NWN2_AREA_H 152 typedef std::map<uint32, Engines::NWN2::Object *>
ObjectMap;
240 void click(
int x,
int y);
247 #endif // ENGINES_NWN2_AREA_H std::vector< Common::UString > _musicBattleStinger
Battle music stingers.
void loadEnvironment(const Aurora::GFF3List &list)
Common::UString _musicBattle
Music that plays in battle.
void loadProperties(const Aurora::GFF3Struct &props)
Common::PtrList< Engines::NWN2::Object > ObjectList
ObjectList _objects
List of all objects in the area.
uint32 _width
Width of the area in tiles, as seen from top-down.
bool _hasTerrain
Does area have terrain or is it purely tile-based?
A class holding an UTF-8 string.
void playAmbientMusic(Common::UString music="")
Play the specified music (or the area's default) as ambient music.
Sound::ChannelHandle _ambientMusic
Sound handle of the currently playing music.
An area in Neverwinter Nights 2, holding all objects, room tiles and terrain within, as well as general area properties like the current background music and ambient sounds.
void removeFocus()
Forcibly remove the focus from the currently highlighted object.
void highlightAll(bool enabled)
void stopAmbientSound()
Stop the ambient sound.
Common::UString _musicNight
Music that plays by night.
void loadTile(const Aurora::GFF3Struct &t, Tile &tile)
bool _highlightAll
Are we currently highlighting all objects?
Sound::ChannelHandle _ambientSound
Sound handle of the currently playing sound.
uint32 getMusicBattleTrack() const
Return the music track ID playing in battle.
void show()
Show the area.
std::list< Events::Event > _eventQueue
The event queue.
void loadWaypoints(const Aurora::GFF3List &list)
Common::UString _resRef
The area's resref (resource ID).
const Common::UString & getName()
Return the area's localized name.
Area(Module &module, const Common::UString &resRef)
Orientation orientation
The tile's orientation.
void stopSound()
Stop all sounds.
An object within a NWN2 area.
Common::Mutex _mutex
Mutex securing access to the area.
void notifyCameraMoved()
Notify the area that the camera has been moved.
uint32 _height
Height of the area in tiles, as seen from top-down.
void setMusicNightTrack(uint32 track)
Set the music track ID playing by night.
A simple scoped smart pointer template.
A list storing pointer to objects, with automatic deletion.
void addEvent(const Events::Event &event)
Add a single event for consideration into the area event queue.
Common::UString _ambientNight
Ambient sound that plays by night.
void loadCreatures(const Aurora::GFF3List &list)
float floorTint[3][4]
Tint color of the floor parts.
uint32 _musicBattleTrack
Music track ID that plays in battle.
Orientation
Tile orientation.
uint32 tileID
ID of the tile's appearance.
Basic Aurora graphics types.
Engines::NWN2::Object * _activeObject
The currently active (highlighted) object.
float wallTint[3][4]
Tint color of the wall parts.
Common::ScopedPtr< TRXFile > _terrain
The area's terrain.
Common::UString _displayName
The area's localized display name.
Low-level type definitions to handle fixed width types portably.
A class that can be notified by the NotificationManager.
float _ambientDayVol
Day ambient sound volume.
void checkActive(int x=-1, int y=-1)
A scoped plain pointer, allowing pointer-y access and normal deletion.
const Common::UString & getResRef()
Return the area's resref (resource ID).
Engines::NWN2::Object * getObjectAt(int x, int y)
std::map< uint32, Engines::NWN2::Object * > ObjectMap
uint32 getMusicNightTrack() const
Return the music track ID playing by night.
void loadGIT(const Aurora::GFF3Struct &git)
ObjectMap _objectMap
Map of all non-static objects in the area.
std::vector< const GFF3Struct * > GFF3List
uint32 _musicNightTrack
Music track ID that plays by night.
void loadPlaceables(const Aurora::GFF3List &list)
Basic type definitions to handle files used in BioWare's Aurora engine.
void setActive(Engines::NWN2::Object *object)
Common::UString _musicDay
Music that plays by day.
Common::UString modelName
ResRef of the model.
bool _visible
Is the area currently visible?
void processEventQueue()
Process the current event queue.
Graphics::Aurora::Model * model
The tile's model.
void setMusicBattleTrack(uint32 track)
Set the music track ID playing in battle.
A handle to a sound channel.
Common::UString _ambientDay
Ambient sound that plays by day.
uint32 _musicDayTrack
Music track ID that plays by day.
void playAmbientSound(Common::UString sound="")
Play the specified sound (or the area's default) as ambient sound.
float _ambientNightVol
Night ambient sound volume.
uint32 getMusicDayTrack() const
Return the music track ID playing by day.
An object in a Neverwinter Nights 2 area.
void loadARE(const Aurora::GFF3Struct &are)
bool metaTile
Is this tile a meta tile?
std::vector< Tile > _tiles
The area's tiles.
void loadTiles(const Aurora::GFF3List &tiles)
void loadDoors(const Aurora::GFF3List &list)
void loadObject(Engines::NWN2::Object &object)
const Common::UString & getDisplayName()
Return the area's localized display name.
void setMusicDayTrack(uint32 track)
Set the music track ID playing by day.
void hide()
Hide the area.
float position[3]
The tile's position.
void stopAmbientMusic()
Stop the ambient music.